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Home Educators Q&A: Why Gamifying the Classroom Helps to Motivate All Learners
4 minutes read

Q&A: Why Gamifying the Classroom Helps to Motivate All Learners

A Q&A with Coral Sunset Elementary teacher Lizzy Lean.

Lizzy Lean, a fifth grade English Language Arts teacher at Coral Sunset Elementary School in Boca Raton, Florida, has created a fun and engaging learning environment for her students through the use of games that revolve around her studentsโ€™ use of the i-Ready program for language arts and math instruction. She shared with us some of the advantages of using a gamified approach to fully engage students and help them achieve their academic goals.

Why did you decide to gamify your classroom?

A smiling boy stands in a classroom holding a green Certificate of Outstanding Growth with โ€œ4th Grade in Check!โ€ written on it. Classroom posters, desks, and bookshelves are visible in the background.In a gamified classroom, students compete against themselves and each other in a high-energy environment that motivates them to improve their academic skills. Playing games and earning awards can also serve as an instant confidence booster for diverse learners. Itโ€™s important to offer different types of games to engage students at various skill levels so they can all work at their own pace and experience success with this approach. Some students can handle a longer-term marathon competition where it takes some time to acquire an award while others do better with short-term games that result in instant awards.ย 

Incorporating data

Each month, we hold data chats when teachers meet with students to review their individualized data reports. These reports include detailed information about the studentโ€™s success with new vocabulary and progress with both informational and literary texts. From there, students are asked to set independent, realistic monthly goals. These regular data chats help students realize that itโ€™s important to really focus on the work theyโ€™re doing on their individually assigned computer-based lessons and quizzes in order to earn points in our classroom competitions. To help students succeed with their individual lessons, we have them strategize with the help of i-Ready graphic organizers and use โ€œthink journalsโ€ where they โ€œstop and jotโ€ to process what theyโ€™re reading. We set goals for students to pass two quizzes a week and work on their i-Ready lessons for 45 minutes a week. If they are successful with each of these tasks, they experience solid gains on their next data report and a chance to win in different categories of our โ€œi-ReadyManiaโ€ challenge.ย 

What are some ways you keep students engaged through games?

A classroom display features colorful star-shaped sticky notes arranged in columns above student names, with the heading โ€œOUR WORK IS STELLAR!โ€ in decorative letters on star cutouts across the top.Our themed i-ReadyMania display outside of our classroom provides a visual for students to track their progress. When they pass a quiz, they advertise their success by sticking a star above their name on โ€˜Our Class is Stellarโ€™ย  board outside the room. This display is accessible to every teacher that works with these students, including ESE, ESOL, remedial reading instruction teachers, and even administrators. It also serves as a reminder for teachers to pull aside students who may need further assistance.ย 

We hold several i-ReadyMania competitions a year to give students the opportunity to win prizes in a variety of categories: most quizzes passed, highest overall average, most improved average, and most improved number of quizzes passed. Students at every learning level in the classroom can achieve their goals and win a prize during this challenge.ย 

From August to December, students play i-Readyopoly, and from January to May, they play i-ReadyLand. These fun games reward students every time they receive a 100% on i-Ready computer quizzes, helping them to reach their highest potential.ย 

Colorful board game titled โ€œI Ready Landโ€ with winding path of colored spaces labeled with prizes like candy, dime, tech time, and coupon. Strips of paper with students names are attached to the start area.When students pass a quiz, they move their game piece around the board. Each stop includes rewards for students. Examples of rewards include skipping the lunch line, lunching with the teacher, receiving special school supplies, taking shoes off for the day, and moving their desk for the day. These instant rewards make the game exciting daily! And for the most part, these prizes are free, and no expense to the teacher. When students havenโ€™t moved their game piece in a few days, โ€œflash salesโ€ appear on the game bulletin board. Students can take advantage of these flash sales by earning rewards when they pass a quiz, even if they donโ€™t receive 100%. This way, prizes are plentiful and constant.ย 

Gamified learning environments are fun for both teachers and students. Our board games, and the i-ReadyMania display are bright, colorful and inviting. This approach helps motivate students and gives them the opportunity to succeed. I would tell any teachers who are considering this approach to get started, and let the games begin!ย 
Author
Lizzy Lean teaches fifth grade English Language Arts at Coral Sunset Elementary School in Boca Raton, Florida. Further Reading

  1. Education Dive – 5 tactics for turning around a failing school
  2. edCircuit – Beyond the Science Experiment: Building Soft Skills with AR and VR
  3. edCircuit Connecting the Dots of Educator-Student Relationships
  • edCircuit is a mission-based organization entirely focused on the K-20 EdTech Industry and emPowering the voices that can provide guidance and expertise in facilitating the appropriate usage of digital technology in education. Our goal is to elevate the voices of todayโ€™s innovative thought leaders and edtech experts. Subscribe to receive notifications in your inbox

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